[6.2] Corruption Cards - 200+ cards! New Collector mode!

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Dan_The_Noob
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Re: [5.3a] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

mamaluigisbagel wrote: Tue Dec 19, 2023 11:17 am I don't use any decks other than the default, but I like this new feature that lets you unlock them. Kinda gives you something to work for.

Will add for people like me that use different configs for different mods, this might be an issue. If I understand right, this would mean you'd have to obtain 10 cards in that one deck for each config file/mod. (I guess you could edit the config file in some way?) It won't be a problem for me, but it's just something that came to mind.
all progress in CC has been tied to your GZDoom config since forever, pretty sure.

the new thing is the daily deck challenges. but you could always copy your config over if you really worried about it.
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Cutmanmike
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Re: [5.3a] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

  • Fixed crashes with certain mods when playing with cards that suddenly transform/remove monsters.
  • Fixed a crash with BFG Augment.
  • Fixed a crash with Death Echo.
  • Fixed a crash with Boss-In-A-Box.
  • Fixed Living Vessel only being offered in very rare and specific circumstances.
  • Fixed illusions being able to be selected as Disciples.
  • Fixed an issue where stone statues would disappear.
  • Infestation Enchantment now triggers less often, based on the amount of monsters in the level.
  • Werewolf health lowered to 350 (was 500).
  • Updated graphics for Season's Greetings.
One last update before the end of the year to fix some pesky crashes!

Download
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Cutmanmike
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Re: [5.4] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

More crashes and quirks forced my hand again:
  • Added 2 new cards.
  • Fixed monsters occasionally becoming immortal (related to monster petrification).
  • Fixed a crash with Death Echo.
  • Fixed a crash with Molding Clay.
  • Fixed a crash with Firecracker Enchantment.
  • Fixed sprite scaling issues with petrified statues.
  • Items with map ids or specials can no longer be destroyed by Incineration Curse.
  • Incinerated items and fake items are no longer counted towards the item count.
  • Several card effects that prevented non-player damage now support Friendly monsters.
Download 5.5
Cheater87
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Re: [5.4] Corruption Cards - 200+ Gameplay warping cards!

Post by Cheater87 »

How about adding some positive things for the player? Like health and armor bonuses give more health and gain immunity from acid/lava damage?
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Dan_The_Noob
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Re: [5.4] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

Cheater87 wrote: Sat Jan 06, 2024 7:28 am How about adding some positive things for the player? Like health and armor bonuses give more health and gain immunity from acid/lava damage?
try gunbonsai.
corruption cards is about making the game harder/less predictable.
Lord_Greyscale
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Lord_Greyscale »

Just chiming in to note that this is a fantastic mod!

Curse of the Rabbit, for example, is an evil twist on an already situationally vile card, Miniature Army

Mystic Urns, on it's own, is merely annoying. (it is usually quite easy to avoid breaking them)
add in Barrels O Fun, or enough Fireball traps, and suddenly you've got a problem.

I have a suggestion, though I fully understand if you can't/don't want to:
Could you add an option to disable all the "and their species" variants?
Many of the monster-replacers I find most fun wind up with all the monsters being part of the same species, so hell-knight/revenant equivalents wind up sharing the same, usually devastating, power as the imp-equivalent that actually appears on the card.


Oh, and is anyone trying to work on a compatability patch for Samsara-reincarnation's monster mixer?
(it is *extremely* bad about the "all monsters from a given game are the same species" problem)
yum13241
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by yum13241 »

Modder fucked it, yell at them instead.

Or you can go into the mod's code and add Species tags for every monster.
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Tormentor667
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Tormentor667 »

Sorry if this has been aksed before, but is this fully multiplayer compatible?
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Dan_The_Noob
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

Tormentor667 wrote: Wed Jan 10, 2024 11:52 am Sorry if this has been aksed before, but is this fully multiplayer compatible?
works in GZDoom multiplayer, not Zandronum (old version v0.3a works in Zandronum)
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Cutmanmike
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

Lord_Greyscale wrote: Tue Jan 09, 2024 4:36 amOh, and is anyone trying to work on a compatability patch for Samsara-reincarnation's monster mixer?
(it is *extremely* bad about the "all monsters from a given game are the same species" problem)
You will most likely have to create a CCARDS lump that organizes the monsters into groups instead of the default (using species).
Lord_Greyscale
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Lord_Greyscale »

'K, I'd had a feeling I'd been overlooking something that'd make it easier.

Thank you!
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Rowsol
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Rowsol »

I laughed pretty hard at the moonwalking revenants.
Cheater87
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Cheater87 »

I get this crash and error when I choose the Mancubus shoots bullets card.

https://ibb.co/cvGWLw8
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Rowsol
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Rowsol »

I need a better signal for the firecracker corpses. I keep getting blown up.

Maybe their corpse can flash as a warning.

I wish the final text wasn't overwritten when choosing to fight Romero.
Cheater87
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Re: [5.5] Corruption Cards - 200+ Gameplay warping cards!

Post by Cheater87 »

My pinkies look like this https://ibb.co/7kKqVKN, I think it is when I choose the card that makes them hard to see.

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